#include <cstdlib>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "minIni.h"
#include "config.h"
#include "resources.h"
#include "map.h"
#include "spriteanimator.h"
#include "sprite.h"
#include "blitqueue.h"
#include "grcontext.h"
#include "entityaction.h"
#include "entity.h"
#include "entitymanager.h"
#include "inputhandler.h"
#include "controller.h"
#include "player.h"
#include "game.h"

using namespace Oribi;

EntityAction::EntityAction():
    next(NULL){}
EntityAction::EntityAction(const EntityAction& rhs):
    next((rhs.next) ? rhs.next->clone() : NULL){}

EntityIdle::EntityIdle(Game *g):
    game(g){}

EntityIdle::EntityIdle(const EntityIdle& rhs):
    EntityAction(rhs),
    game(rhs.game){}

EntityAction *EntityIdle::clone() const
{
    return new EntityIdle(*this);
}

int EntityIdle::actOnEntity(Entity& en)
{
    return ACTION_DO_NOTHING;
}
